Hacking Wii U Hacking & Homebrew Discussion

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Those sure look like SDK headers...

It's kind of an issue of trust because the only people who would know if it's SDK-based are people with the SDK, and if SDK stuff gets to the repo Nintendo could possibly DMCA. It only gets more confusing when applications leak symbols out since those are technically fair game, but still have the same names as the SDK (ie I reversed ProcUI from Mii Maker and a few system apps, which had some nice prints which helped reverse some enums). I'm not saying they are SDK headers (I wouldn't know), but it's just a tad bit suspicious that you happened to reverse "all 198 of them" in one day, with all those structures and enums Just There. It also puts decaf-emu in jeopardy because if they pulled stuff from wut which happened to be from the SDK, then decaf-emu can get pulled. There's also the point that if SDK code is out in the open and not described as such, doing a proper white-room reverse approach is a lot harder to do since you can't really trust existing research which may or may not have been based on the SDK.
This is all from libcafe which I didn't even originally write - https://github.com/xhp-creations/libcafe
 
Last edited by brienj,
Hi everyone. In my free time I ported Jezzball3DS to the Wii U using wut. You can check it out here:

https://github.com/raulbojalil/jezzballu


decaf.png

drc.jpg

nice work , does the .elf work ?
 
This is all from libcafe which I didn't even originally write - https://github.com/xhp-creations/libcafe

I will not accept PRs into wut from libcafe. Even without seeing the official SDK it is very obvious that libcafe was copied, you don't just suddenly pull 100% of the function declarations and structures out of your ass. There was probably a good reason the original libcafe was taken down from github...

I understand that sometimes you can get lucky like with functions like OSDumpContext and you can actually see the exact variable names they used and such https://puu.sh/qEoLA/874932ef78.png (r0..r31, srr, lr, etc). Sometimes you even get to see enum names through debug messages https://puu.sh/qEoX9/5ca55521de.png . Sometimes it's very simple and you see a function like OSSetThreadDeallactor which just moves r4 into 0x5D0(r3), so clearly the thread's deallocator is 4 bytes at 0x5d0 inside OSThread structure https://puu.sh/qEoYS/cee5da5a08.png ...

Most of the time it is not that easy though, most of the time it is a very long painful process full of unknowns. So anything that is 100% of the functions, structures and enums is very dubious and I do not want to risk the existing hard work and reverse engineering of others. You open yourself up to DMCAs from Nintendo if you copy and paste from them, and even the contributor themselves open up to legal trouble if they signed an NDA to access the SDK..
 
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Do you think with IOSU we can play with more than 1 gamepad per Wii U?
I believe so, and I was actually planning on testing this within the next couple of days since it'd make for a cool homebrew demo. No clue if you could patch retail titles to get it working outside of homebrew, though.
 
I believe so, and I was actually planning on testing this within the next couple of days since it'd make for a cool homebrew demo. No clue if you could patch retail titles to get it working outside of homebrew, though.
Maybe if we make something like VPAD to Pro, we won't even need to patch games. :P
 
Didn't Nintendo say in the beginning that after some time there will be games where you can use 2 gamepads at the same time. And that you'll be able to purchase the gamepad itself?

Well in Japan you can buy only the gamepad...
 
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60% are nintendo network which needs authentication and us nerds who are banned can't use it
This reminds me:

Has anyone started looking into how to redirect online features in games to custom servers? This would be great for those of us who were banned for the dumbest of reasons, and for those of us who want to avoid such ridiculous bans.
 
This reminds me:

Has anyone started looking into how to redirect online features in games to custom servers? This would be great for those of us who were banned for the dumbest of reasons, and for those of us who want to avoid such ridiculous bans.
I looked into it a little bit using packet capture on 3DS. Basically the difficult portion is just emulating the server which handles Nintendo network and friend code stuff, since a very, very large portion of matchmaking relies on that section of network code. The matchmaking itself is still a bit confusing, but I believe it uses about the same protocol between MK8, Sm4sh 3DS and Splatoon (at least Sm4sh and Splatoon have common matchmaking servers). I believe with Sm4sh and Splatoon, most of the actual netcode is done p2p with clients? Sm4sh for sure only pings Nintendo servers during matchmaking and to upload replays after the match.
 
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I believe so, and I was actually planning on testing this within the next couple of days since it'd make for a cool homebrew demo. No clue if you could patch retail titles to get it working outside of homebrew, though.

So out of pure curiosity, are you guys looking for some more beta testers for the exploit? If so I would be willing to participate.
 

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